Im making a mod, nothing special, just adding a boss. The problem im facing is that during the death animation, i require the boss to be sitting down. The easiest way to do this (i thought) is to make a sitting graphic, and offset it so the legs are into the floor yet render infront of it. The issue here is that it isnt rendering infront of the floor.
Ive read through the actor flags and other areas in the zdoom wiki many times, yet cant figure it out. Does anyone know a solution for this?
Having sprites render infront of floor
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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- Dan_The_Noob
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Re: Having sprites render infront of floor
couldn't you just spawn in an actor of the legs on death?
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Re: Having sprites render infront of floor
No because then i would constantly have to move that actor to be on the line between the player and the dying bossDan_The_Noob wrote:couldn't you just spawn in an actor of the legs on death?
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- Dan_The_Noob
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Re: Having sprites render infront of floor
I guess i'm misunderstanding the effect you are going for, hopefully the software idea works i guess.
- Phredreeke
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Re: Having sprites render infront of floor
Lucius is actually implementing something like this for The Force Engine
Of course, I have no idea if such an implementation would break other features GZDoom hasYou can use z-biasing, "smooth particle" style blending, etc. - but the various solutions change the look and have corner cases that are problematic (i.e. there is no perfect solution). This is why I decided to completely side-step the problem by emulating the software flood-filling idea on the GPU using shader based quad extrusion.
- Graf Zahl
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Re: Having sprites render infront of floor
The main problem with this is that it can only be done with hacks. But hacks have the unpleasant side effect of breaking other things. For example, 3D floors would no longer work - as would depth-dependent postprocessing.
In general, if sprites need such setup, it may actually be preferable to use a model if possible. The larger a sprite gets, the worse it looks. Doom's SpiderMastermind is already too much, it just looks ridiculous in its dead form.
In general, if sprites need such setup, it may actually be preferable to use a model if possible. The larger a sprite gets, the worse it looks. Doom's SpiderMastermind is already too much, it just looks ridiculous in its dead form.